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Planetside 2 News / Re: A LETTER FROM TOADMAN INTERACTIVE - April 15, 2024
« Last post by ArcticWinter on 18/04/2024, 22:23 »nerf prowler pls
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Planetside 2 News / Re: A LETTER FROM TOADMAN INTERACTIVE - April 15, 2024« Last post by ArcticWinter on 18/04/2024, 22:23 »nerf prowler pls
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Planetside 2 News / Re: A LETTER FROM TOADMAN INTERACTIVE - April 15, 2024« Last post by Stummeursel on 16/04/2024, 23:10 »13
Planetside 2 News / Re: A LETTER FROM TOADMAN INTERACTIVE - April 15, 2024« Last post by TheComposerNC on 16/04/2024, 22:50 »this sounds exciting , but also terrifying at the same time
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Planetside 2 News / A LETTER FROM TOADMAN INTERACTIVE - April 15, 2024« Last post by MaseratiOlli on 16/04/2024, 21:13 »Source: https://www.planetside2.com/news/ps2-studio-update-2024
Dear Auraxians, We are excited to announce that our team at Toadman Interactive is taking over development duties for PlanetSide 2. Our colleagues at Rogue Planet Games have created a unique gaming experience that has thrived for over a decade. We have assembled a team of developers who have many years of experience working on Massively Multiplayer Online games and First Person Shooters. Although we are not the purchaser of the franchise, the team is delighted to carry the PlanetSide 2 torch forward. Additionally, we will continue working with the Daybreak Games publishing team to ensure the game continues to receive best-in-class marketing and community support. Our vision for PlanetSide 2 is to highlight unique aspects that have given it such a storied place in gaming history while improving the general game experience. To that end we’ve laid out three major principles to guide us moving forward along with our 2024 roadmap following below:
2024 Roadmap Q1 If you look back on Q1, you can see that we put quite a bit of effort into fixing bugs that were major causes of pain points for everyone. We're not at the end of the road just yet, and we are dedicated to identifying and squashing more. The tradition of developer letters that started at the end of last year will continue. We want to be as transparent as possible and also share some insights with our community on how we create assets and develop features for PlanetSide 2. In addition, we reworked Capture the Conduit and created several beautiful bundles celebrating Auraximas, Lunar New Year, Valentine's Day, and St Patrick's Day. You may have noticed that the reward structure for the Seasonal Directives is much more rewarding. Below is an example of how we want to continue with directive rewards: Q2 We have exciting content waiting for you in Q2, which we are working on right now. We’re starting with the Puzzler Bundle on April Fools' Day, in which you will find a handful of Puzzler themed cosmetics, all for only 10 certs. New color variants for the NS-44 “Primed Amethyst” Commissioner that were featured in the 11th Anniversary Bundle are entering the Depot as well as a new base/facility capture method (more details to follow). Q2 also includes the PlanetSide Franchise Anniversary and other equally exciting holidays such as: Cinco de Mayo, Mother's Day and Father's Day. Q3 Q3 is going to be hot with the return of two summer directive events with great rewards. We are also very excited to release the updated Sunderer, although it may happen sooner if we manage to overcome some technical limitations. Additionally, we will have another new game mode, which some of our colleagues have already started working on, and we will also celebrate holidays such as Independence Day and Labor Day in a big way. Q4 The most anticipated PlanetSide 2 updates will arrive at the end of the year. We do not want to reveal all the cards just yet, but at the same time we want to share some of the novelties that are waiting for you closer to the end of the year. We will start with the traditional Halloween celebration, for which we are preparing an intimidating event, and right after that we will release the Anniversary Update. There, we will introduce a completely new theme, which will include a new vehicle type, armor sets, helmets, weapons, and cosmetics. We cannot wait to show you a behind the scenes look at our upcoming new art assets, story elements, and the technical workings of creating a new type of transportation in PlanetSide 2. Expect more Auraximas events, a bundle with winter weapons, sales, and holiday decorations. Concluding Thoughts Naturally, to accomplish our goals for the year, there will be a learning curve involved, not only for technical reasons, but also because PlanetSide 2 is a large and venerable game with many gameplay niches and a deeply passionate community. This transition has been under way for several months and is largely the reason updates have been smaller and slower lately than what the community is used to seeing. As we become more proficient and knowledgeable, the scope and pace of updates will speed up and our ability to take risks will grow. Becoming experts in the full scope of such a massive enterprise will take time, and mistakes will be made. However, we promise to listen closely and carefully to your feedback so we may learn and grow as quickly as possible. - Toadman Interactive, PlanetSide 2 Team 15
Planetside 2 - Announcements / Re: Development Update – Forum Discussion - March 29, 2024« Last post by TheComposerNC on 16/04/2024, 17:21 »there is a new roadmap on steam..we have a new def team
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Recruitment / Re: ACT1Seven« Last post by Crayper00 on 07/04/2024, 11:35 »Hi & welcome, the main teamplay is on each and every Sunday at 8 pm CET, make sure to join to see what we have to offer)
p.s. I haven't seen you application ingame yet, feel free to send it anytime 17
Recruitment / ACT1Seven« Last post by A.R.M BOT on 06/04/2024, 14:59 »In-game name: ACT1Seven
Battle Rank: 46 Age: 27 Country: Netherlands Why do you want to join the Re4pers: I am looking for a more structured and tactical approach to Planetside 2. I have played FPS my entire life and after reaching high levels in multiple competitive shooters I began playing squad based games more like Hell let Loose, Squad, Battlefield reality mod etc. I have some experience squad leading but I lack in depth knowledge of Planetside 2, a game I played when I was smoller. I have always played NC and I continue to do so and now I want to join the elite and learn the details so I can lead some goons and wipe a bio lab Link to player profile: ACT1Seven Profile ------------------------------------------------------------------- Hello ACT1Seven and welcome to The Re4pers! To join our outfit in-game too, please reach out to one of our officers on our Teamspeak server (ts.re4pers.com) and ask for an invite. Once you get accepted in-game, your four weeks trial will start. Feel free to introduce yourself in our Introduction Thread and make sure to read our guidelines. Your forum group is changed to Grunt now. You can start viewing everything on the forum. You are also welcome to join our Teamspeak: ts.re4pers.com. Remember to be friendly, active and polite. We hope you will enjoy your time with The Re4pers. See you on Auraxis! The Automatic Recruitment Manager 18
Planetside 2 - Announcements / Re: Development Update – Forum Discussion - March 29, 2024« Last post by FelixTheLion on 03/04/2024, 19:43 »You forgot, Randoms will spawn there too and will depleting the energy. No way to stop them so far This is basically what I include under unsupervised player. I'm looking forward to see how such random factors influence the outcome. 19
Planetside 2 - Announcements / Re: Development Update – Forum Discussion - March 29, 2024« Last post by Stummeursel on 03/04/2024, 09:55 »You forgot, Randoms will spawn there too and will depleting the energy. No way to stop them so far
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Planetside 2 - Announcements / Re: Development Update – Forum Discussion - March 29, 2024« Last post by FelixTheLion on 02/04/2024, 22:44 »My two cents: a conclusion to the Assault Rules.
tldr: There is no shortcut, read it or leave it. On paper this sounds interesting and the effort they plan to put into this sounds promising as well. But right now the way how this bases perform and all of this comes down to 3 main questions. -How will the Energy Pool be balanced between being slow but precise and getting slaughtered with fast pressure to the points. -Will the base design be symmetrically in some way and how open will it be to the influence of vehicle gameplay (for the attacker airdrops / for the defender HESH) -What time is needed to flip a point. With the Energie Pool and the fact that points can't be flipped back, not just revives are more usefull but also regular drops from outside. From what we got now the way to go would be to flip the point closest to the enemy spawn first because you don't want to push there in the end. Now leave to another base to prepare a drop on one of the points. (with proper intel you can go for the least defended) Once you got the second point you can go and prepare another drop on the lat point without effecting the Energy Pool. Even spawning in your squad galaxy or via logistic implant seem fine. Because these ways are slower it's relevant to see how the Energy Pool depletes over time compared to one spawn. Depending on the time to flip a point it's also possible to simply prepare the remaining points already (without flipping those) until the first point is flipped. Currently a standart point needs 10s and a hard point with spawn like in some Amp's needs 30s (like base timer this is effected by the pop). 30 seconds is hardly enough to react and push as a defender. Only those points for flags take a little longer. I assume this will need several adjustments over the time and further restriction to be atleast less vulnerable to cheezy moves. My fear at this point is not necessarily that this base design becomes a "zerg killer" (this would be great) but if it just widens the gap between the different tiers of organisation to an unhealthy extent. The current state of the mostly dead "proper platoon gameplay" created a huge number of independent groups with incapabel leadership and no place to get randoms in the fight. Right now I see a semi coordianted Zerg Russ zerg with many force multiplier more capable of just rolling over the base compared to a group with fully unsupervised player reverse feeding the enemy by getting killed for nothing. I also belive the relation between semi gameplay and fully coordinated will be even further apart leaving every small group in the dust. Well, we will see what we get. |